[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51799] trunk/blender/source/gameengine/ Ketsji/KX_ObjectActuator.cpp: BGE: Fix for bug #33025 " Character physics object won't stop moving with simple motion actuator" reported by Jared Smith (jsmithketchup).
Mitchell Stokes
mogurijin at gmail.com
Thu Nov 1 04:11:43 CET 2012
Revision: 51799
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51799
Author: moguri
Date: 2012-11-01 03:11:39 +0000 (Thu, 01 Nov 2012)
Log Message:
-----------
BGE: Fix for bug #33025 "Character physics object won't stop moving with simple motion actuator" reported by Jared Smith (jsmithketchup). Characters no longer use a simple translation change for ApplyMovement(), they instead delegate to the character controller's setWalkDirection(). The motion actuator now sets this to (0, 0, 0) on a negative pulse.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_ObjectActuator.cpp
Modified: trunk/blender/source/gameengine/Ketsji/KX_ObjectActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ObjectActuator.cpp 2012-10-31 20:29:32 UTC (rev 51798)
+++ trunk/blender/source/gameengine/Ketsji/KX_ObjectActuator.cpp 2012-11-01 03:11:39 UTC (rev 51799)
@@ -114,7 +114,14 @@
(m_bitLocalFlag.AngularVelocity) != 0
);
m_active_combined_velocity = false;
- }
+ }
+
+ // Explicitly stop the movement if we're using a character (apply movement is a little different for characters)
+ if (parent->GetPhysicsController()->IsCharacter()) {
+ MT_Vector3 vec(0.0, 0.0, 0.0);
+ parent->ApplyMovement(vec, true);
+ }
+
m_linear_damping_active = false;
m_angular_damping_active = false;
m_error_accumulator.setValue(0.0,0.0,0.0);
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